[osg-users] render to texture only delivers black texture
Hi everyone. I have some issues with rendering to a texture. I am writing a plug-in for an application. This application has a main-viewer-window, where it displays a scene. My plug-in has an own window with a new viewer and everything. The new window now needs a texture showing what the main window displays right at this moment. I need it to use it later on with an API for interlacing but for now I just want to show it in the plug-in-window to see whether rendering-to-texture works as it should. That is why the plug-in-window show a screen-aligned-quad that displays this texture. If I use an image as texture of the quad everything works as it should, so my plug-in-window should be fine the way it is. But if I use the texture I render using a camera in the main application's scene I just get a black texture. I create the following camera using information of the camera of the main application which I get via an interface named _billInterface and attach the texture: osg::Camera* camera = new osg::CameraNode(); camera-setCullingActive(false); camera-setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Set camera properties according to the main camera of the main application osg::Camera* billCamera = _billInterface-getCamera(); camera-setViewport(0,0,_billInterface-getGraphicsContext()-getTraits()-width,_billInterface-getGraphicsContext()-getTraits()-height); camera-setProjectionMatrix(billCamera-getProjectionMatrix()); camera-setViewMatrix(billCamera-getViewMatrix()); camera-setReferenceFrame(billCamera-getReferenceFrame()); camera-setStateSet(billCamera-getStateSet()); camera-setRenderOrder(osg::CameraNode::PRE_RENDER,1); camera-setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT); camera-attach(osg::CameraNode::COLOR_BUFFER, texture.get()); Then I add the scene of the main application to the camera so that it shows this scene. camera-addChild(_billInterface-getScene()); Now I take this camera and put it into the scene graph of the main application: _billInterface-getRootNode()-getParent(0)-addChild(camera); (That way it is on one depth with the rootNode of the scene and the node containing the HUD. I put it in there so that the camera's output is rendered into the texture everytime the viewer of the main application is updated.) I know that I get a texture that way because the quad that holds this texture is normally red and after creating the camera and attaching the texture it turns black. I guess that either some camera properties are wrong or I have to put the camera somewhere else. Can someone give me a hint on what I might be doing wrong? What are the main things I have to take care of when doing render-to-texture? Is the texture automatically updated everytime the scene containing my render-to-texture-camera is rendered? Thanks in advance for any help, Steffen ___ EINE FÜR ALLE: die kostenlose WEB.DE-Plattform für Freunde und Deine Homepage mit eigenem Namen. Jetzt starten! http://unddu.de/[EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RE : multitextureing coordinates
Peter Wraae Marino wrote: Yea doing it using a shader is easier and more flexible, but is there a reason why we don't get access to do multitexture coordinates? Jasons suggestion: osg::Geometry::setTexCoordArray() is not for multitexture coordinates, so I can't really use that. Yes, Geometry::setTexCoordArray(unsigned int unit,Array*) is *exactly* for multi-texture coordinates (one array per texture unit). They are fed to glMultiTexCoord internally. Unless you're looking for something else entirely? As was already mentioned, it doesn't work with ShapeDrawables. Cheers, /ulrich I have create simple quad using osg::Geometry and I would like to apply multitextering to it. I'm missing a way to set glMultiTexCoord using OpenSceneGraph. Is there a way one can set glMultiTexCoord? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText background
Just a little up No one has ever tried to put a background on a osgText ? Thanks Vincent. 2008/7/9 Vincent Bourdier [EMAIL PROTECTED]: Hi all, I'm looking at a way to put a geometry (planar surface) as background of an osgText... I was thinking on a mix between billboard geode, and something else to manage the geometry to have the size constant in screen coordinates... but no way to do it as simply as osgText ! Is there any implementation approaching what I intend to do ? I hope yes... else... Am I obliged to implement my self something from zero ? any idea to do it more faster ? Is it interesting for OSG to have this as a new feature for osgText::text ? thanks, regards, Vincent ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText background
Hi, I've used coloured quads behind text, but it was for static HUD text, not dynamic which I think is what you want. jp Vincent Bourdier wrote: Just a little up No one has ever tried to put a background on a osgText ? Thanks Vincent. 2008/7/9 Vincent Bourdier [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]: Hi all, I'm looking at a way to put a geometry (planar surface) as background of an osgText... I was thinking on a mix between billboard geode, and something else to manage the geometry to have the size constant in screen coordinates... but no way to do it as simply as osgText ! Is there any implementation approaching what I intend to do ? I hope yes... else... Am I obliged to implement my self something from zero ? any idea to do it more faster ? Is it interesting for OSG to have this as a new feature for osgText::text ? thanks, regards, Vincent ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText background
Hi J.P., 2008/7/10 J.P. Delport [EMAIL PROTECTED]: Hi, I've used coloured quads behind text, but it was for static HUD text, not dynamic which I think is what you want. Exactly ! I'm looking at dynamic osgText. I have tried to add quads in osgText (modifying osg sources), when text-setDrawMode(osgText::Text::BOUNDINGBOX) is activated... but text letters and background melt is not very beautiful... I'm ajusting some parameters... but I don't thing it is enough. Thanks, regard, Vincent. jp Vincent Bourdier wrote: Just a little up No one has ever tried to put a background on a osgText ? Thanks Vincent. 2008/7/9 Vincent Bourdier [EMAIL PROTECTED] mailto: [EMAIL PROTECTED]: Hi all, I'm looking at a way to put a geometry (planar surface) as background of an osgText... I was thinking on a mix between billboard geode, and something else to manage the geometry to have the size constant in screen coordinates... but no way to do it as simply as osgText ! Is there any implementation approaching what I intend to do ? I hope yes... else... Am I obliged to implement my self something from zero ? any idea to do it more faster ? Is it interesting for OSG to have this as a new feature for osgText::text ? thanks, regards, Vincent ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText background
I've done something like that. Each time I change the text, I recompute the geometry (quad) based on the Text's Drawable getBound(). It works for plane aligned text (xy, xz or yz). If you want to do that for screen aligned text, you'll probably have to look osgText code to have the exact size of the Text in screen coordinates. I would not use a billboard in your case, since you'll find difficult to have a billboard with a center of rotation that match with your text (especially if the text is dynamic). Try of quad in a HUD, with screen coordinates extracted from your text, and something smart with z-buffer parameters to have your text over your quad :) Luc Luc FRAUCIEL - BRGM Unité Calcul, 3D et réalité virtuelle Service Systèmes et Technologies de l'Information 3, av C. Guillemin BP 36009 - 45060 Orléans Cedex 2, France Tél. 02 38 64 35 65 Fax 02 38 64 39 70 De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Vincent Bourdier Envoyé : jeudi 10 juillet 2008 09:24 À : osg Objet : Re: [osg-users] osgText background Just a little up No one has ever tried to put a background on a osgText ? Thanks Vincent. 2008/7/9 Vincent Bourdier [EMAIL PROTECTED]: Hi all, I'm looking at a way to put a geometry (planar surface) as background of an osgText... I was thinking on a mix between billboard geode, and something else to manage the geometry to have the size constant in screen coordinates... but no way to do it as simply as osgText ! Is there any implementation approaching what I intend to do ? I hope yes... else... Am I obliged to implement my self something from zero ? any idea to do it more faster ? Is it interesting for OSG to have this as a new feature for osgText::text ? thanks, regards, Vincent ** Pensez à l'environnement avant d'imprimer ce message Think Environment before printing Le contenu de ce mél et de ses pièces jointes est destiné à l'usage exclusif du (des) destinataire(s) désigné (s) comme tel(s). En cas de réception par erreur, le signaler à son expéditeur et ne pas en divulguer le contenu. L'absence de virus a été vérifiée à l'émission, il convient néanmoins de s'assurer de l'absence de contamination à sa réception. The contents of this email and any attachments areconfidential. They are intended for the named recipient (s) only. If you have received this email in error please notifythe system manager or the sender immediately and do not disclose the contents to anyone or make copies. eSafe scanned this email for viruses, vandals and malicious content. **___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText background
Hi Luc, 2008/7/10 Frauciel Luc [EMAIL PROTECTED]: I've done something like that. Each time I change the text, I recompute the geometry (quad) based on the Text's Drawable getBound(). It works for plane aligned text (xy, xz or yz). If you want to do that for screen aligned text, you'll probably have to look osgText code to have the exact size of the Text in screen coordinates. I'm currently modifying a little osgText sources to make tests, but it sounds difficult for the moment. I would not use a billboard in your case, since you'll find difficult to have a billboard with a center of rotation that match with your text (especially if the text is dynamic). Very good remark, I was not thinking of the center of rotation... Try of quad in a HUD, with screen coordinates extracted from your text, and something smart with z-buffer parameters to have your text over your quad :) Luc Luc FRAUCIEL - BRGM Unité Calcul, 3D et réalité virtuelle Service Systèmes et Technologies de l'Information 3, av C. Guillemin BP 36009 - 45060 Orléans Cedex 2, France Tél. 02 38 64 35 65 Fax 02 38 64 39 70 Thanks for you reply, I understand that nothing approaching still exist, so I've to do it myself... Still waiting for reply I you have new ideas or experiences... thanks a lot, regards, Vincent. -- *De :* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *De la part de* Vincent Bourdier *Envoyé :* jeudi 10 juillet 2008 09:24 *À :* osg *Objet :* Re: [osg-users] osgText background Just a little up No one has ever tried to put a background on a osgText ? Thanks Vincent. 2008/7/9 Vincent Bourdier [EMAIL PROTECTED]: Hi all, I'm looking at a way to put a geometry (planar surface) as background of an osgText... I was thinking on a mix between billboard geode, and something else to manage the geometry to have the size constant in screen coordinates... but no way to do it as simply as osgText ! Is there any implementation approaching what I intend to do ? I hope yes... else... Am I obliged to implement my self something from zero ? any idea to do it more faster ? Is it interesting for OSG to have this as a new feature for osgText::text ? thanks, regards, Vincent P* **Pensez à l'environnement avant d'imprimer ce message* *Think** Environment before printing* Le contenu de ce mél et de ses pièces jointes est destiné à l'usage exclusif du (des) destinataire(s) désigné(s) comme tel(s). En cas de réception par erreur, le signaler à son expéditeur et ne pas en divulguer le contenu. L'absence de virus a été vérifiée à l'émission, il convient néanmoins de s'assurer de l'absence de contamination à sa réception. The contents of this email and any attachments are confidential. They are intended for the named recipient(s) only. If you have received this email in error please notify the system manager or the sender immediately and do not disclose the contents to anyone or make copies. eSafe scanned this email for viruses, vandals and malicious content. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The growing draw bar in the stats handler
Hi Rick, Could you try your app on another machine/hardware/OpenGL driver. Robert. On Thu, Jul 10, 2008 at 2:46 AM, [EMAIL PROTECTED] wrote: Hello all, I recently added a stats handler to our game viewer. Something I noticed is that if you have the stats window open, showing the bars, that the draw bar grows and grows. The framerate starts dropping and gets slower. If I turn the bars off, the framerate returns to 60. When I turn the bars back on, the draw bar is suddenly back where it was when I turned it off, and starts growing again. I noticed this does not happen if I have a fairly trivial model, and it does not happen in osgviewer at all (as far as I can tell), using the same model I had in my game viewer. What could I be doing wrong? Thanks -- Rick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problem in mipmap
Hi, I've met a very strange problem when I tried to set mipmaps in a osg::Image object. If I use the sample code in osgParticle/PrecipitationEffect.cpp, I can get correct mipmap texture, however, if I try to read texture data from files to set mipmap texture, it didn't work. I'll be mad, somebody met this problem before? help~~ p.s. sample code(texturemipmaps.cpp) : change from osgParticle/PrecipitationEffect.cpp and work well my code(Mymipmap.cpp): could not work appropriately, with no texture on that plane.. #include osg/MatrixTransform #include osg/PositionAttitudeTransform #include osg/Texture2D #include osg/Geometry #include osg/Geode #include osgDB/Registry #include osgDB/ReadFile #include osgViewer/Viewer osg::ref_ptrosg::Geometry createPlane( float length, float width ) { osg::ref_ptrosg::Vec3Array vec = new osg::Vec3Array; vec-resize( 8 ); (*vec)[0] = osg::Vec3f( -2, 0, -2 ); (*vec)[1] = osg::Vec3f( -2, 0, 2 ); (*vec)[2] = osg::Vec3f( 2, 0, 2 ); (*vec)[3] = osg::Vec3f( 2, 0, -2 ); osg::ref_ptrosg::Vec3Array nor = new osg::Vec3Array; nor-push_back( osg::Vec3f( 0.0, -1.0, 0.0 ) ); osg::ref_ptrosg::Vec2Array tex = new osg::Vec2Array; tex-push_back( osg::Vec2f(0.0, 0.0) ); tex-push_back( osg::Vec2f(0.0, 1.0) ); tex-push_back( osg::Vec2f(1.0, 1.0) ); tex-push_back( osg::Vec2f(1.0, 0.0) ); osg::ref_ptrosg::Geometry geo = new osg::Geometry; geo-setVertexArray( vec.get() ); geo-setTexCoordArray( 0, tex.get() ); geo-setNormalArray( nor.get() ); geo-setNormalBinding( osg::Geometry::BIND_PER_PRIMITIVE_SET ); geo-addPrimitiveSet( new osg::DrawArrays( osg::PrimitiveSet::QUADS, 0, 4 ) ); return geo; } static void fillSpotLightImage(unsigned char* ptr, const osg::Vec4 centerColour, const osg::Vec4 backgroudColour, unsigned int size, float power) { if (size==1) { float r = 0.5f; osg::Vec4 color = centerColour*r+backgroudColour*(1.0f-r); *ptr++ = (unsigned char)((color[0])*255.0f); *ptr++ = (unsigned char)((color[1])*255.0f); *ptr++ = (unsigned char)((color[2])*255.0f); *ptr++ = (unsigned char)((color[3])*255.0f); return; } float mid = (float(size)-1.0f)*0.5f; float div = 2.0f/float(size); for(unsigned int r=0;rsize;++r) { //unsigned char* ptr = image-data(0,r,0); for(unsigned int c=0;csize;++c) { float dx = (float(c) - mid)*div; float dy = (float(r) - mid)*div; float r = powf(1.0f-sqrtf(dx*dx+dy*dy),power); if (r0.0f) r=0.0f; osg::Vec4 color = centerColour*r+backgroudColour*(1.0f-r); *ptr++ = (unsigned char)((color[0])*255.0f); *ptr++ = (unsigned char)((color[1])*255.0f); *ptr++ = (unsigned char)((color[2])*255.0f); *ptr++ = (unsigned char)((color[3])*255.0f); } } } int main(int, char **) { osgViewer::Viewer viewer; osg::ref_ptrosg::Group root = new osg::Group; osg::ref_ptrosg::PositionAttitudeTransform mypat1 = new osg::PositionAttitudeTransform; osg::ref_ptrosg::PositionAttitudeTransform mypat2 = new osg::PositionAttitudeTransform; osg::ref_ptrosg::Geode mygeode1 = new osg::Geode; osg::ref_ptrosg::Geode mygeode2 = new osg::Geode; osg::StateSet* mystate0 = root-getOrCreateStateSet(); osg::StateSet* mystate1 = mypat1-getOrCreateStateSet(); osg::Image* image = new osg::Image; osg::Image::MipmapDataType mipmapData; unsigned int s = 32; unsigned int totalSize = 0; unsigned i; for(i=0; s0; s=1, ++i) { if (i0) mipmapData.push_back(totalSize); totalSize += s*s*4; } unsigned char* ptr = new unsigned char[totalSize]; image-setImage(32, 32, 32, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, ptr, osg::Image::USE_NEW_DELETE,1); image-setMipmapLevels(mipmapData); s = 32; for(i=0; s0; s=1, ++i) { fillSpotLightImage(ptr, osg::Vec4(1.0f,1.0f,1.0f,1.0f), osg::Vec4(1.0f,0.1f*s,1.0f/s,1.0f), s, 1.0); ptr += s*s*4; } osg::Texture2D* mytex1 = new osg::Texture2D; mytex1-setImage( 0, image ); mytex1-setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); mytex1-setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT); mytex1-setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST_MIPMAP_NEAREST); mytex1-setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
Re: [osg-users] The growing draw bar in the stats handler
The short bars are probably the initial state of the bars that haven't been initialized yet. As for your single really long bar, this suggests that the GPU is stalled doing something for a very long time... It could possibly be a bug in the stats collection. The stats collection has been working fine for a year now, so I don't think there is a problem on the OSG side, but perhaps you've uncovered a bug in the driver. Robert. On Thu, Jul 10, 2008 at 3:14 AM, [EMAIL PROTECTED] wrote: Something else I noticed that I thought was strange was that the orange GPU bar has 8 short blocks all drawn in the first frame. I have included an image to show. What does this mean? When I look at a smaller model, the Orange block fills alll along the lower bar. On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote: Hello all, I recently added a stats handler to our game viewer. Something I noticed is that if you have the stats window open, showing the bars, that the draw bar grows and grows. The framerate starts dropping and gets slower. If I turn the bars off, the framerate returns to 60. When I turn the bars back on, the draw bar is suddenly back where it was when I turned it off, and starts growing again. I noticed this does not happen if I have a fairly trivial model, and it does not happen in osgviewer at all (as far as I can tell), using the same model I had in my game viewer. What could I be doing wrong? Thanks -- Rick -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] render to texture only delivers black texture
Hi Steffen, I'm finding it hard to follow exactly what your set up is. Since I'm not clear the best I can do is have an educated guess. Could it be that you are using rendering to the texture in one graphics context, then trying to reuse that same texture in another graphics context? Robert. On Thu, Jul 10, 2008 at 6:59 AM, Steffen Kim [EMAIL PROTECTED] wrote: Hi everyone. I have some issues with rendering to a texture. I am writing a plug-in for an application. This application has a main-viewer-window, where it displays a scene. My plug-in has an own window with a new viewer and everything. The new window now needs a texture showing what the main window displays right at this moment. I need it to use it later on with an API for interlacing but for now I just want to show it in the plug-in-window to see whether rendering-to-texture works as it should. That is why the plug-in-window show a screen-aligned-quad that displays this texture. If I use an image as texture of the quad everything works as it should, so my plug-in-window should be fine the way it is. But if I use the texture I render using a camera in the main application's scene I just get a black texture. I create the following camera using information of the camera of the main application which I get via an interface named _billInterface and attach the texture: osg::Camera* camera = new osg::CameraNode(); camera-setCullingActive(false); camera-setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Set camera properties according to the main camera of the main application osg::Camera* billCamera = _billInterface-getCamera(); camera-setViewport(0,0,_billInterface-getGraphicsContext()-getTraits()-width,_billInterface-getGraphicsContext()-getTraits()-height); camera-setProjectionMatrix(billCamera-getProjectionMatrix()); camera-setViewMatrix(billCamera-getViewMatrix()); camera-setReferenceFrame(billCamera-getReferenceFrame()); camera-setStateSet(billCamera-getStateSet()); camera-setRenderOrder(osg::CameraNode::PRE_RENDER,1); camera-setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT); camera-attach(osg::CameraNode::COLOR_BUFFER, texture.get()); Then I add the scene of the main application to the camera so that it shows this scene. camera-addChild(_billInterface-getScene()); Now I take this camera and put it into the scene graph of the main application: _billInterface-getRootNode()-getParent(0)-addChild(camera); (That way it is on one depth with the rootNode of the scene and the node containing the HUD. I put it in there so that the camera's output is rendered into the texture everytime the viewer of the main application is updated.) I know that I get a texture that way because the quad that holds this texture is normally red and after creating the camera and attaching the texture it turns black. I guess that either some camera properties are wrong or I have to put the camera somewhere else. Can someone give me a hint on what I might be doing wrong? What are the main things I have to take care of when doing render-to-texture? Is the texture automatically updated everytime the scene containing my render-to-texture-camera is rendered? Thanks in advance for any help, Steffen ___ EINE FÜR ALLE: die kostenlose WEB.DE-Plattform für Freunde und Deine Homepage mit eigenem Namen. Jetzt starten! http://unddu.de/[EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Old Windows Binaries Problem.
Hi All, I setup the osg2.0.0_vs71_setup_2007-06-19 version on my system but in include folder there is no osgViewer folder. Is it normal? I download 3rdPartyDependencies and osg2.0_vs71 but there is some problem about osgViewer include folder. So when I compile my program on VS2003, debugger alert me with 'fatal error C1083: Cannot open include file: 'osgViewer/Viewer': No such file or directory ' messages. Thanks so much. Umit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerQT, qt4.4.0 and .osg file
Hi John, Great, a pictures saves a thousand words! The problem looks the same as others have encountered when WxWidgets modifies the C local such that atof switches from treating . and , as decimal points. My guess the later version of Qt is doing the same. We've tried several different attempts in the past to insulate the OSG from this change in local but weren't able to come up with a workable solution. The conclusion back then was that we might would need to use a custom atof method, this hasn't been developed yet though. Robert. On Thu, Jul 10, 2008 at 8:44 AM, Johan Nouvel [EMAIL PROTECTED] wrote: Hi Robert, There are 2 snapshots of cow.osg (one is the initial side view, the other one is a view from above). As I have wrote, if I osgconv cow.osg in cow.ive and load cow.ive, everything is OK. Same things for cessna.osg (2 snapshots joined). In case of osgcool.osg, I see nothing, only the background. I will look deeper into the code, but any clue will be helpful. Thanks, Johan. Robert Osfield a écrit : H Johan, Could you send a screen shot of the problem? Robert. On Tue, Jul 8, 2008 at 5:02 PM, Johan Nouvel [EMAIL PROTECTED] wrote: Hello all, I'm on Unbuntu 8.04, and I have problem with osgviewerQT (osg 2.5.0) and qt 4.4.0 when loading osg file. Either I view nothing (for osgcool.osg), or a strange degraded model without light, without texture, with not all faces (for cow.osg). It works with osgviewer and it works with osgviewerQT and qt4.3.4. More, it works with ive file and .3ds file so it seems not to be an OpenGL context/initialization trouble I have looked in osgdb_osg but all data are well parsed. Have someone ever see this problem ? Does someone know the solution ? Thanks, Johan. -- Johan Nouvel, RD Project Manager http://www.archivideo.com tel : +33 (0)2 99 86 30 20 ARCHIVIDEO, 40 rue des Veyettes, 35000 RENNES, FRANCE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Johan Nouvel, RD Project Manager http://www.archivideo.com tel : +33 (0)2 99 86 30 20 ARCHIVIDEO, 40 rue des Veyettes, 35000 RENNES, FRANCE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem in mipmap
Hi could you sign your name so we know who to address, thank you Could you explain what artifacts you are seeing with mipmapping, and also please specify the OSG version, the OS version, the graphics hardware used, and the OpenGL drivers. Robert. 2008/7/10 冯晨 [EMAIL PROTECTED]: Hi, I've met a very strange problem when I tried to set mipmaps in a osg::Image object. If I use the sample code in osgParticle/PrecipitationEffect.cpp, I can get correct mipmap texture, however, if I try to read texture data from files to set mipmap texture, it didn't work. I'll be mad, somebody met this problem before? help~~ p.s. sample code(texturemipmaps.cpp) : change from osgParticle/PrecipitationEffect.cpp and work well my code(Mymipmap.cpp): could not work appropriately, with no texture on that plane.. 网易首款免费3D网游天下2,6月6日激情公测 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Old Windows Binaries Problem.
Hi Umit, I think this was a problem with Mike's binaries. Is there are reason why you can't use 2.4? Robert. On Thu, Jul 10, 2008 at 9:11 AM, Ümit Uzun [EMAIL PROTECTED] wrote: Hi All, I setup the osg2.0.0_vs71_setup_2007-06-19 version on my system but in include folder there is no osgViewer folder. Is it normal? I download 3rdPartyDependencies and osg2.0_vs71 but there is some problem about osgViewer include folder. So when I compile my program on VS2003, debugger alert me with 'fatal error C1083: Cannot open include file: 'osgViewer/Viewer': No such file or directory ' messages. Thanks so much. Umit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Old Windows Binaries Problem.
Hi Robert, There was a only reason about fast integration my system on VS2003 so I try to use created binary on osg2.0 but I can't success installation :( Now I will try to install 2.4. Thanks for reply. Umit Uzun 2008/7/10 Robert Osfield [EMAIL PROTECTED]: Hi Umit, I think this was a problem with Mike's binaries. Is there are reason why you can't use 2.4? Robert. On Thu, Jul 10, 2008 at 9:11 AM, Ümit Uzun [EMAIL PROTECTED] wrote: Hi All, I setup the osg2.0.0_vs71_setup_2007-06-19 version on my system but in include folder there is no osgViewer folder. Is it normal? I download 3rdPartyDependencies and osg2.0_vs71 but there is some problem about osgViewer include folder. So when I compile my program on VS2003, debugger alert me with 'fatal error C1083: Cannot open include file: 'osgViewer/Viewer': No such file or directory ' messages. Thanks so much. Umit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Debug Errors on Windows Visual Studio 2003
Hi All, I am trying to debug osg2.4 source on VS2003 but it prompted me lots of linker error like below. Output Window Compiling... PixelBufferWin32.cpp GraphicsWindowWin32.cpp ViewerEventHandlers.cpp ViewerBase.cpp Viewer.cpp View.cpp Version.cpp StatsHandler.cpp Scene.cpp Renderer.cpp HelpHandler.cpp CompositeViewer.cpp Generating Code... Linking... LINK : fatal error LNK1104: cannot open file '..\..\lib\osgGAd.obj' It give these fatal error for every namespace (osg; osgDB, osgUtil. etc). What is the reason of this problem? Any idea? Thanks so much. Umit UZUN ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Debug Errors on Windows Visual Studio 2003
Hi, It's seems to be a CMake version problem, for OSG 2.4 you need CMake 2.4, and not the 2.6. On Thu, Jul 10, 2008 at 10:57 AM, Ümit Uzun [EMAIL PROTECTED] wrote: Hi All, I am trying to debug osg2.4 source on VS2003 but it prompted me lots of linker error like below. Output Window Compiling... PixelBufferWin32.cpp GraphicsWindowWin32.cpp ViewerEventHandlers.cpp ViewerBase.cpp Viewer.cpp View.cpp Version.cpp StatsHandler.cpp Scene.cpp Renderer.cpp HelpHandler.cpp CompositeViewer.cpp Generating Code... Linking... LINK : fatal error LNK1104: cannot open file '..\..\lib\osgGAd.obj' It give these fatal error for every namespace (osg; osgDB, osgUtil. etc). What is the reason of this problem? Any idea? Thanks so much. Umit UZUN ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Debug Errors on Windows Visual Studio 2003
This is frustrating the hell out of me as well! I think it is related to the settings given to cmake and the fact vs includes \debug\ or \release\ in the path which gives too much depth for the relative path to work. Ümit Uzun wrote: Hi All, I am trying to debug osg2.4 source on VS2003 but it prompted me lots of linker error like below. Output Window Compiling... PixelBufferWin32.cpp GraphicsWindowWin32.cpp ViewerEventHandlers.cpp ViewerBase.cpp Viewer.cpp View.cpp Version.cpp StatsHandler.cpp Scene.cpp Renderer.cpp HelpHandler.cpp CompositeViewer.cpp Generating Code... Linking... LINK : fatal error LNK1104: cannot open file '..\..\lib\osgGAd.obj' It give these fatal error for every namespace (osg; osgDB, osgUtil. etc). What is the reason of this problem? Any idea? Thanks so much. Umit UZUN ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] about mipmaping
Hi Robert, oh, I'm sorry, I forgot it, I'm new to this. I'm using osg2.4.0, under windows-XP, I'm not sure about this machine's graphics hardware, but does that matter? I'm trying to use my own mipmap texture data, not trying to use hardwaremipmapgeneration. the effect of my code is like this: test.jpg. thank you for your reply! simbaforrest [EMAIL PROTECTED] 在2008-07-10 16:18:16,Robert Osfield [EMAIL PROTECTED] 写道: Hi could you sign your name so we know who to address, thank you Could you explain what artifacts you are seeing with mipmapping, and also please specify the OSG version, the OS version, the graphics hardware used, and the OpenGL drivers. Robert. 2008/7/10 冯晨 Hi, I've met a very strange problem when I tried to set mipmaps in a osg::Image object. If I use the sample code in osgParticle/PrecipitationEffect.cpp, I can get correct mipmap texture, however, if I try to read texture data from files to set mipmap texture, it didn't work. I'll be mad, somebody met this problem before? help~~ p.s. sample code(texturemipmaps.cpp) : change from osgParticle/PrecipitationEffect.cpp and work well my code(Mymipmap.cpp): could not work appropriately, with no texture on that plane.. 网易首款免费3D网游天下2,6月6日激情公测 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org attachment: test.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerQT, qt4.4.0 and .osg file
Hi Robert, Bingo ! I've modified Geometry.cpp to print out vertices before and after modification by osg::Field::getFloat and the result is a troncation of the float, only integer part is interpreted. You're right. What is the complexity of coding custom atof ? Is the hypothesis that '.' is a separator ? It means also controling osg output to write a '.' instead of ','. Or do you prefer that osg file can be with a ',' or a '.' as integer/decimal separator ? In first, I will see how to force QT local to C. But if I it is not to heavy to do custom atof, I'll try to do it as I think this way is better. Thanks a lot. Johan. Robert Osfield a écrit : Hi John, Great, a pictures saves a thousand words! The problem looks the same as others have encountered when WxWidgets modifies the C local such that atof switches from treating . and , as decimal points. My guess the later version of Qt is doing the same. We've tried several different attempts in the past to insulate the OSG from this change in local but weren't able to come up with a workable solution. The conclusion back then was that we might would need to use a custom atof method, this hasn't been developed yet though. Robert. On Thu, Jul 10, 2008 at 8:44 AM, Johan Nouvel [EMAIL PROTECTED] wrote: Hi Robert, There are 2 snapshots of cow.osg (one is the initial side view, the other one is a view from above). As I have wrote, if I osgconv cow.osg in cow.ive and load cow.ive, everything is OK. Same things for cessna.osg (2 snapshots joined). In case of osgcool.osg, I see nothing, only the background. I will look deeper into the code, but any clue will be helpful. Thanks, Johan. Robert Osfield a écrit : H Johan, Could you send a screen shot of the problem? Robert. On Tue, Jul 8, 2008 at 5:02 PM, Johan Nouvel [EMAIL PROTECTED] wrote: Hello all, I'm on Unbuntu 8.04, and I have problem with osgviewerQT (osg 2.5.0) and qt 4.4.0 when loading osg file. Either I view nothing (for osgcool.osg), or a strange degraded model without light, without texture, with not all faces (for cow.osg). It works with osgviewer and it works with osgviewerQT and qt4.3.4. More, it works with ive file and .3ds file so it seems not to be an OpenGL context/initialization trouble I have looked in osgdb_osg but all data are well parsed. Have someone ever see this problem ? Does someone know the solution ? Thanks, Johan. -- Johan Nouvel, RD Project Manager http://www.archivideo.com tel : +33 (0)2 99 86 30 20 ARCHIVIDEO, 40 rue des Veyettes, 35000 RENNES, FRANCE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Johan Nouvel, RD Project Manager http://www.archivideo.com tel : +33 (0)2 99 86 30 20 ARCHIVIDEO, 40 rue des Veyettes, 35000 RENNES, FRANCE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Johan Nouvel, RD Project Manager http://www.archivideo.com tel : +33 (0)2 99 86 30 20 ARCHIVIDEO, 40 rue des Veyettes, 35000 RENNES, FRANCE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Debug Errors on Windows Visual Studio 2003
Hi All, Thanks for reply. The reason is cmake version. I install the Cmake2.4.8 instead of CMake2.6 and the problem get solved. Umit UZUN 2008/7/10 Nick Bryan [EMAIL PROTECTED]: This is frustrating the hell out of me as well! I think it is related to the settings given to cmake and the fact vs includes \debug\ or \release\ in the path which gives too much depth for the relative path to work. Ümit Uzun wrote: Hi All, I am trying to debug osg2.4 source on VS2003 but it prompted me lots of linker error like below. Output Window Compiling... PixelBufferWin32.cpp GraphicsWindowWin32.cpp ViewerEventHandlers.cpp ViewerBase.cpp Viewer.cpp View.cpp Version.cpp StatsHandler.cpp Scene.cpp Renderer.cpp HelpHandler.cpp CompositeViewer.cpp Generating Code... Linking... LINK : fatal error LNK1104: cannot open file '..\..\lib\osgGAd.obj' It give these fatal error for every namespace (osg; osgDB, osgUtil. etc). What is the reason of this problem? Any idea? Thanks so much. Umit UZUN ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerQT, qt4.4.0 and .osg file
Hi Johan, On Thu, Jul 10, 2008 at 10:22 AM, Johan Nouvel [EMAIL PROTECTED] wrote: Bingo ! I've modified Geometry.cpp to print out vertices before and after modification by osg::Field::getFloat and the result is a troncation of the float, only integer part is interpreted. You're right. What is the complexity of coding custom atof ? It's not too complex, there is already some code in osgDB that verifies floats fields as part of .osg parsing. This code could probably be adapted. It's just another tasks on that requires some time, and I'm rather overstretched. Others are welcome to dive in a code a solution. Is the hypothesis that '.' is a separator ? It means also controling osg output to write a '.' instead of ','. Or do you prefer that osg file can be with a ',' or a '.' as integer/decimal separator ? If we don't control the output and input to be just be '.' then we'd need to store the local along with the .osg file itself. I'd be inclined to standardise on . as the decimal place as this is the standard throughout most of the world. In first, I will see how to force QT local to C. But if I it is not to heavy to do custom atof, I'll try to do it as I think this way is better. We might have to look at writing and well as read. Setting the local would need to be done before any write to .osg or read from .osg. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The growing draw bar in the stats handler
Hi Rick and Robert, I mentioned this problem few months ago. Happened on Windows XP and Vista. It seemed to dissapear with more recent NVidia drivers though (ver 169.xx and larger). I don't remember exactly but I think it was present only on dual monitors. Do you by any chance have dual view config ? Cheers, Wojtek Lewandowski The short bars are probably the initial state of the bars that haven't been initialized yet. As for your single really long bar, this suggests that the GPU is stalled doing something for a very long time... It could possibly be a bug in the stats collection. The stats collection has been working fine for a year now, so I don't think there is a problem on the OSG side, but perhaps you've uncovered a bug in the driver. Robert. On Thu, Jul 10, 2008 at 3:14 AM, [EMAIL PROTECTED] wrote: Something else I noticed that I thought was strange was that the orange GPU bar has 8 short blocks all drawn in the first frame. I have included an image to show. What does this mean? When I look at a smaller model, the Orange block fills alll along the lower bar. On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote: Hello all, I recently added a stats handler to our game viewer. Something I noticed is that if you have the stats window open, showing the bars, that the draw bar grows and grows. The framerate starts dropping and gets slower. If I turn the bars off, the framerate returns to 60. When I turn the bars back on, the draw bar is suddenly back where it was when I turned it off, and starts growing again. I noticed this does not happen if I have a fairly trivial model, and it does not happen in osgviewer at all (as far as I can tell), using the same model I had in my game viewer. What could I be doing wrong? Thanks -- Rick -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osg-submissions] osgviewerQT, qt4.4.0 and .osg file
Hi Robert If you think it could help, I send you a modified version of osgviewerQT.cpp with locale forced to C. I've only add : #includeQtCore/QLocale and just after main declaration : #if USE_QT4 QLocale::setDefault(QLocale::C); #endif Regards, Johan. -- Johan Nouvel, RD Project Manager http://www.archivideo.com tel : +33 (0)2 99 86 30 20 ARCHIVIDEO, 40 rue des Veyettes, 35000 RENNES, FRANCE /* OpenSceneGraph example, osganimate. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the Software), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #if USE_QT4 #include QtGui/QApplication #include QtCore/QLocale #else #include qapplication.h #endif #include osg/ArgumentParser #include iostream extern int mainQOSGWidget(QApplication a, osg::ArgumentParser arguments); extern int mainAdapterWidget(QApplication a, osg::ArgumentParser arguments); int main( int argc, char **argv ) { #if USE_QT4 QLocale::setDefault(QLocale::C); #endif QApplication a( argc, argv ); if (argc2) { std::cout argv[0] : requires filename argument. std::endl; return 1; } osg::ArgumentParser arguments(argc, argv); if (arguments.read(--QOSGWidget)) { // Use QWidget and integrate OSG/OpenGL with it via osgViewer's built in support return mainQOSGWidget(a, arguments); } else { // Use QGLWidget and integrate OSG with it by adapting osgViewer via its embedded window mode return mainAdapterWidget(a, arguments); } } /*EOF*/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fog problem
Hi Eric, What happens when you run: osgprecipitation lz.osg Robert. On Thu, Jul 10, 2008 at 11:22 AM, Eric ZAREMBA [EMAIL PROTECTED] wrote: Hi, Since yesterday, I have a problem with fog. When I turn it one, my scene becomes black, even if I deactivate the lighting. It is very strange, because I don't update my OSG version (which is 2.5.2) nor recompile it. I make a small program to test this out of my other stuff, and test it on two different machines (both under WinXP, one with an ATI FireGL, the other with a NVidia QuadroFx). // my minimal test program int main ( int argc, char const *argv[] ) { osgViewer::Viewer myViewer; myViewer.addEventHandler(new osgViewer::StatsHandler); myViewer.addEventHandler(new osgGA::StateSetManipulator(myViewer.getCamera()-getOrCreateStateSet())); myViewer.addEventHandler(new osgViewer::HelpHandler); osg::ref_ptrosg::Group pRoot = new osg::Group; osg::StateSet* stateset = pRoot-getOrCreateStateSet(); stateset-setMode( GL_FOG, osg::StateAttribute::ON ); //stateset-setMode( GL_LIGHTING, osg::StateAttribute::OFF ); osgParticle::PrecipitationEffect* pe = new osgParticle::PrecipitationEffect; pRoot-addChild( pe ); pe-rain(0.3); osg::Node* pNode = osgDB::readNodeFile(lz.osg); pRoot-addChild( pNode ); myViewer.setSceneData(pRoot.get()); myViewer.realize(); myViewer.run(); return( 0 ); } Computers drive me crazy! good will be the retirment, I will breed rabits. Eric Z. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] osgviewerQT, qt4.4.0 and .osg file
Hi Johan, Have you confirm these to work? Robert. On Thu, Jul 10, 2008 at 11:43 AM, Johan Nouvel [EMAIL PROTECTED] wrote: Hi Robert If you think it could help, I send you a modified version of osgviewerQT.cpp with locale forced to C. I've only add : #includeQtCore/QLocale and just after main declaration : #if USE_QT4 QLocale::setDefault(QLocale::C); #endif Regards, Johan. -- Johan Nouvel, RD Project Manager http://www.archivideo.com tel : +33 (0)2 99 86 30 20 ARCHIVIDEO, 40 rue des Veyettes, 35000 RENNES, FRANCE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fog problem
Hi, Ok, osgprecipitation lz.osg works. So, I looked into the code and see it set the attribute and mode with the osg::Fog from the precipitation instead of just enable the GL_FOG mode and let the precipitationEffect do its work itself. I correct my program and it run yet! Thanks a lot Robert! Now, I think it is normal to obtain undefined result if I enable fog without set the other attributes... But I still ask me why it worked until yesterday, since I introduced precipitation two weeks ago! Les voies du seigneur sont impénétrables... Thanks again! -Message d'origine- De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Robert Osfield Envoyé : jeudi 10 juillet 2008 13:00 À : OpenSceneGraph Users Objet : Re: [osg-users] Fog problem Hi Eric, What happens when you run: osgprecipitation lz.osg Robert. On Thu, Jul 10, 2008 at 11:22 AM, Eric ZAREMBA [EMAIL PROTECTED] wrote: Hi, Since yesterday, I have a problem with fog. When I turn it one, my scene becomes black, even if I deactivate the lighting. It is very strange, because I don't update my OSG version (which is 2.5.2) nor recompile it. I make a small program to test this out of my other stuff, and test it on two different machines (both under WinXP, one with an ATI FireGL, the other with a NVidia QuadroFx). // my minimal test program int main ( int argc, char const *argv[] ) { osgViewer::Viewer myViewer; myViewer.addEventHandler(new osgViewer::StatsHandler); myViewer.addEventHandler(new osgGA::StateSetManipulator(myViewer.getCamera()-getOrCreateStateSet())); myViewer.addEventHandler(new osgViewer::HelpHandler); osg::ref_ptrosg::Group pRoot = new osg::Group; osg::StateSet* stateset = pRoot-getOrCreateStateSet(); stateset-setMode( GL_FOG, osg::StateAttribute::ON ); //stateset-setMode( GL_LIGHTING, osg::StateAttribute::OFF ); osgParticle::PrecipitationEffect* pe = new osgParticle::PrecipitationEffect; pRoot-addChild( pe ); pe-rain(0.3); osg::Node* pNode = osgDB::readNodeFile(lz.osg); pRoot-addChild( pNode ); myViewer.setSceneData(pRoot.get()); myViewer.realize(); myViewer.run(); return( 0 ); } Computers drive me crazy! good will be the retirment, I will breed rabits. Eric Z. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The growing draw bar in the stats handler
Hello, Been a while since I have posted and am just trying to catch up and rebuild OSG so I could be way off ;-). Are you running any kind of power saving options, such as cool and quiet? I seem to remember this happened to me when you had power saving options enabled and the model displaying was using particles or something like that? Of course that's on Windows J Cheers Martin Naylor. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 10 July 2008 03:43 To: OpenSceneGraph Users Subject: Re: [osg-users] The growing draw bar in the stats handler Some more information: I have noticed that this strange behavior only seems to happen on certain models. In others, the orange bar fills all along the lower bar. I included a picture. Somthing I see there is that the other bars take up very little of the space. I am only getting 15 fps, but most of the bar is empty. -- Rick On Wed, Jul 9, 2008 at 10:14 PM, [EMAIL PROTECTED] wrote: Something else I noticed that I thought was strange was that the orange GPU bar has 8 short blocks all drawn in the first frame. I have included an image to show. What does this mean? When I look at a smaller model, the Orange block fills alll along the lower bar. On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote: Hello all, I recently added a stats handler to our game viewer. Something I noticed is that if you have the stats window open, showing the bars, that the draw bar grows and grows. The framerate starts dropping and gets slower. If I turn the bars off, the framerate returns to 60. When I turn the bars back on, the draw bar is suddenly back where it was when I turned it off, and starts growing again. I noticed this does not happen if I have a fairly trivial model, and it does not happen in osgviewer at all (as far as I can tell), using the same model I had in my game viewer. What could I be doing wrong? Thanks -- Rick -- Rick Check us out at http://fringe-online.com/ -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerQT, qt4.4.0 and .osg file
Johan Nouvel writes: Bingo ! I've modified Geometry.cpp to print out vertices before and after modification by osg::Field::getFloat and the result is a troncation of the float, only integer part is interpreted. You're right. What is the complexity of coding custom atof ? Is the hypothesis that '.' is a separator ? It means also controling osg output to write a '.' instead of ','. Or do you prefer that osg file can be with a ',' or a '.' as integer/decimal separator ? In first, I will see how to force QT local to C. But if I it is not to heavy to do custom atof, I'll try to do it as I think this way is better. GDAL had a similar issue Here is their custom atof() with some discussion of the issues http://trac.osgeo.org/gdal/browser/trunk/gdal/port/cpl_strtod.cpp Norman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fog problem
On Thu, Jul 10, 2008 at 12:29 PM, Eric ZAREMBA [EMAIL PROTECTED] wrote: Now, I think it is normal to obtain undefined result if I enable fog without set the other attributes... But I still ask me why it worked until yesterday, since I introduced precipitation two weeks ago! I can't answer this. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ssh and osgdem
Hi, I've set up a cluster to test out vpb. I've created a machine pool file and I can now see that the master node executes e.g.: ssh node01 osgdem --run-path /home/jpd/terrain -s build_master.source --record-subtile-on-leaf-tiles -l 1 --task tasks/build_root_L0_X0_Y0.task --log logs/build_root_L0_X0_Y0.log (The node has access to the data, passwordless ssh works ...) The tasks fail, so I logged into the remote node using ssh (with and without -X) and ran the command manually. I get: No protocol specified Error: Unable to open display :0.0. in both cases. I assume this is because osgdem wants to create a graphics context. Will osgdem run with X11 forwarding? If not, how does one start a remote process so that it has access to the X server on the node which it is running? thanks jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg max exporter
Hi everyone, Are there any support of OpenSceneGraph Max Exporter for Studio Max 2009 or Studio Max 2009 Design? Thanks. Selman Duatepe ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg max exporter
Hi, I've been searching for the same thing; I haven't found any solution either. Regards, Can 2008/7/10 selman duatepe [EMAIL PROTECTED]: Hi everyone, Are there any support of OpenSceneGraph Max Exporter for Studio Max 2009 or Studio Max 2009 Design? Thanks. Selman Duatepe ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ssh and osgdem
Hi JP, osgdem requires a graphics context to enable it to do OpenGL texture compression. Do your slaves have a OpenGL support? Robert. On Thu, Jul 10, 2008 at 12:53 PM, J.P. Delport [EMAIL PROTECTED] wrote: Hi, I've set up a cluster to test out vpb. I've created a machine pool file and I can now see that the master node executes e.g.: ssh node01 osgdem --run-path /home/jpd/terrain -s build_master.source --record-subtile-on-leaf-tiles -l 1 --task tasks/build_root_L0_X0_Y0.task --log logs/build_root_L0_X0_Y0.log (The node has access to the data, passwordless ssh works ...) The tasks fail, so I logged into the remote node using ssh (with and without -X) and ran the command manually. I get: No protocol specified Error: Unable to open display :0.0. in both cases. I assume this is because osgdem wants to create a graphics context. Will osgdem run with X11 forwarding? If not, how does one start a remote process so that it has access to the X server on the node which it is running? thanks jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Texture and stateSets
Hi, I am already looked at the optimizer. But still I cannot access my Texture ;(. stateset.getTextureAttributeList() is always null. Why? I can call the geode Name. I can call the Geometry - but no Texture!!! My OSG File: Geode { DataVariance DYNAMIC name cube.osg nodeMask 0x cullingActive TRUE num_drawables 6 Geometry { DataVariance DYNAMIC StateSet { DataVariance DYNAMIC rendering_hint OPAQUE_BIN renderBinMode INHERIT GL_CULL_FACE OFF GL_LIGHTING ON textureUnit 0 { GL_TEXTURE_2D ON Texture2D { DataVariance STATIC file images.jpg wrap_s CLAMP wrap_t CLAMP wrap_r CLAMP min_filter LINEAR_MIPMAP_LINEAR mag_filter LINEAR maxAnisotropy 1 useHardwareMipMapGeneration TRUE unRefImageDataAfterApply FALSE internalFormatMode USE_IMAGE_DATA_FORMAT } } } .. Some Ideas?? 冯晨 wrote: Hi, I think osgUtil::optimizer::TextureVisitor should solve your problem.:) Good luck. 在2008-07-09 22:53:21,ka Ming [EMAIL PROTECTED] 写道: Hi, I got a Probel with osg Files, the File structure looks like: Group{ Geode{ Geometry{ StateSet{ Texture{ } } } } Geode{ Geometry{ StateSet{ Texture{ } } } } } The problem is if I try to traverse my SceneGraph I get the names of my geodes, but if I check the TextureAttributeList osg::StateSet::TextureAttributeList texAttrList = stateSet- getTextureAttributeList(); this list is empty. Why is this List empty, did I forget something? I want to access all Textures!! Thanks Ming Gesendet von Yahoo! Mail. Dem pfiffigeren Posteingang. 网易首款免费3D网游“天下2”,6月6日激情公测 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ Gesendet von Yahoo! Mail. Dem pfiffigeren Posteingang. http://de.overview.mail.yahoo.com___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] osgviewerQT, qt4.4.0 and .osg file
Hi Robert, Yes, it works now for QT4.4.0 and always works for QT4.3.4 , on Ubuntu 8.04. Johan. Robert Osfield a écrit : Hi Johan, Have you confirm these to work? Robert. On Thu, Jul 10, 2008 at 11:43 AM, Johan Nouvel [EMAIL PROTECTED] wrote: Hi Robert If you think it could help, I send you a modified version of osgviewerQT.cpp with locale forced to C. I've only add : #includeQtCore/QLocale and just after main declaration : #if USE_QT4 QLocale::setDefault(QLocale::C); #endif Regards, Johan. -- Johan Nouvel, RD Project Manager http://www.archivideo.com tel : +33 (0)2 99 86 30 20 ARCHIVIDEO, 40 rue des Veyettes, 35000 RENNES, FRANCE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fog problem
Now, I think it is normal to obtain undefined result if I enable fog without set the other attributes... If you enable fog, behavior is defined. In OpenGL, the defaults are: FOG_MODE is EXP FOG_DENSITY is 1.0 FOG_COLOR is 0,0,0,0 FOG_COORDINATE_SOURCE is FRAGMENT_DEPTH I don't believe OSG changes any of these, so this should be what an OSG app gets by simply enabling Fog. But I still ask me why it worked until yesterday, since I introduced precipitation two weeks ago! Something else in the code must have changed. It sounds like your app (or some library that it uses) used to set the FOG_MODE to LINEAR, but that code got deleted or changed and you suddenly got EXP instead, resulting in all black. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fog problem
Hello Eric, Computers drive me crazy! good will be the retirment, I will breed rabits. I don't have any input into your specific problem, but I just wanted to let you know you made my day with that line! My co-workers liked it too. :-) J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] multiple texture loading of identical objects
Hi when I start osgViewer with e.g. 29 identical objects(.flt) , the framerate is about 30 fps, but starting with 30 identical objects the frame rate drops down to 1 fps. This has s.th. to do with the texture , when I press 't' the framerate increases to 30 fps. Is it possible to load the texture only once and not every identical object (similar to SGI pfuDownloadTexlist) ? Windows XP, OSG 2.3.6 Thanks Dieter Unclassified Mail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] When optimizing with LOD changes, should I change UV map resolutions?
Hello All, I have been trying to get my scenes to run faster, balancing my scene graphs using LOD. I use quite a bit of UV mapping in my models, and they can be fairly high res because I want them to look good up close. There are usually several instances of the same model in the scene, all pointing to the same scene graph. I was wondering about the best way to create LOD changes for them. I was going to cut out some polygons, but I was also thinking of cutting the resolution back on the UV maps. Is this valuable? On first assessment, it seems it would be, but then I realize that it might cause MORE of a memory usage, and the graphics card (or OSG) might be doing this kind of optimization anyway (dropping image map resolutions based on pixel size or whatever). What are your recommendations? -- Thanks for everything Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MFC Fullscreen With Multiple Monitors
Has no one run into this before? I've also tried creating a window in MFC and using its WindowData object as the inherited window data object. That did not work either. Any tips from anyone that has done this before? From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Monday, July 07, 2008 11:41 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] MFC Fullscreen With Multiple Monitors I'm having a problem with inheriting window data from an MFC window in OSG 2.2. When I run an application with a dual monitor display the application runs and OSG starts but it starts in fullscreen mode rather than inheriting the MFC window size and location. When I run the same application on the same machine but with only a single monitor the OSG inherits the MFC window correctly. Is there something that I'm missing? Here is the code I use to create the window (borrowed from the MFC viewer example): // Local Variable to hold window size data RECT rect; // Create the viewer for this window mViewer = new osgViewer::Viewer(); Add a Stats Handler to the viewer mViewer-addEventHandler(new osgViewer::StatsHandler); Get the current window size ::GetWindowRect(m_hWnd, rect); Init the GraphicsContext Traits osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; Init the Windata Variable that holds the handle for the Window to display OSG in. osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowWin32::WindowData(m_hWnd); // Setup the traits parameters traits-x = 0; traits-y = 0; traits-width = rect.right - rect.left; traits-height = rect.bottom - rect.top; traits-windowDecoration = false; traits-doubleBuffer = true; traits-sharedContext = 0; traits-setInheritedWindowPixelFormat = true; traits-inheritedWindowData = windata; // Create the Graphics Context osg::GraphicsContext* gc = osg::GraphicsContext::createGraphicsContext(traits.get()); // Init a new Camera (Master for this View) _camera = new osg::Camera; // Assign Graphics Context to the Camera _camera-setGraphicsContext(gc); // Set the viewport for the Camera _camera-setViewport(new osg::Viewport(traits-x, traits-y, traits-width, traits-height)); // Add the Camera to the Viewer mViewer-addSlave(_camera.get()); // Add the Camera Manipulator to the Viewer //mViewer-setCameraManipulator(keyswitchManipulator.get()); // Set the Scene Data mViewer-setSceneData(mRoot.get()); // Realize the Viewer //mViewer-getCamera()-setViewport(traits-x, traits-y, traits-width, traits-height); mViewer-realize(); Thanks -Steve ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Texture and stateSets
ka Ming schrieb: I am already looked at the optimizer. But still I cannot access my Texture ;(. stateset.getTextureAttributeList() is always null. Why? I can call the geode Name. I can call the Geometry - but no Texture!!! Your texture is part of a stateset attached to the Geometry not to the Geode. query the geometry for the stateset and not the geode. Cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The growing draw bar in the stats handler
It seems that getting a driver update did the trick. I have a pretty new setup, so I was surprised there would be new drivers out there, but indeed there were. Now I do not have the growing Draw callback, but everything still shows the orange bar across the entire screen. I am getting 60 fps ok, so I don't get the bar. I am sure it is probably still a driver issue somewhere. I still also have these long orange bars and big spaces in my stats display I do not understand, but atleast the performance does not degrade. Thanks -- Rick On Thu, Jul 10, 2008 at 7:34 AM, Martin Naylor [EMAIL PROTECTED] wrote: Hello, Been a while since I have posted and am just trying to catch up and rebuild OSG so I could be way off ;-). Are you running any kind of power saving options, such as cool and quiet? I seem to remember this happened to me when you had power saving options enabled and the model displaying was using particles or something like that? Of course that's on Windows J Cheers Martin Naylor. *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of * [EMAIL PROTECTED] *Sent:* 10 July 2008 03:43 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] The growing draw bar in the stats handler Some more information: I have noticed that this strange behavior only seems to happen on certain models. In others, the orange bar fills all along the lower bar. I included a picture. Somthing I see there is that the other bars take up very little of the space. I am only getting 15 fps, but most of the bar is empty. -- Rick On Wed, Jul 9, 2008 at 10:14 PM, [EMAIL PROTECTED] wrote: Something else I noticed that I thought was strange was that the orange GPU bar has 8 short blocks all drawn in the first frame. I have included an image to show. What does this mean? When I look at a smaller model, the Orange block fills alll along the lower bar. On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote: Hello all, I recently added a stats handler to our game viewer. Something I noticed is that if you have the stats window open, showing the bars, that the draw bar grows and grows. The framerate starts dropping and gets slower. If I turn the bars off, the framerate returns to 60. When I turn the bars back on, the draw bar is suddenly back where it was when I turned it off, and starts growing again. I noticed this does not happen if I have a fairly trivial model, and it does not happen in osgviewer at all (as far as I can tell), using the same model I had in my game viewer. What could I be doing wrong? Thanks -- Rick -- Rick Check us out at http://fringe-online.com/ -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ssh and osgdem
Ahh, the light went on. I was not logged into gdm on the slaves. Once logged in, the :0.0 $DISPLAY variable started making sense. I never knew the $DISPLAY was so powerful. I always took X11 forwarding with ssh for granted. For those who know this, excuse the excitement :) For those on Linux, try this: Log into your desktop, open a terminal in X and type echo $DISPLAY. Note the value. Switch to a virtual terminal (text) e.g. use Ctrl-Alt-F1. Log in there as well and type export DISPLAY=the value noted earlier then run: xeyes The eyes would be on the local X server. (Ctrl-Alt-F7/F5) magic :) cheers jp J.P. Delport wrote: Hi, yes, the slaves all have NVidia cards in them. X is running on them. What I don't understand is how osgdem (running via ssh on a remote node) will know to use the local (to itself) X server? Must I set up a special X server on the slaves? jp Robert Osfield wrote: Hi JP, osgdem requires a graphics context to enable it to do OpenGL texture compression. Do your slaves have a OpenGL support? Robert. On Thu, Jul 10, 2008 at 12:53 PM, J.P. Delport [EMAIL PROTECTED] wrote: Hi, I've set up a cluster to test out vpb. I've created a machine pool file and I can now see that the master node executes e.g.: ssh node01 osgdem --run-path /home/jpd/terrain -s build_master.source --record-subtile-on-leaf-tiles -l 1 --task tasks/build_root_L0_X0_Y0.task --log logs/build_root_L0_X0_Y0.log (The node has access to the data, passwordless ssh works ...) The tasks fail, so I logged into the remote node using ssh (with and without -X) and ran the command manually. I get: No protocol specified Error: Unable to open display :0.0. in both cases. I assume this is because osgdem wants to create a graphics context. Will osgdem run with X11 forwarding? If not, how does one start a remote process so that it has access to the X server on the node which it is running? thanks jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The growing draw bar in the stats handler
Hi Rick, Now I do not have the growing Draw callback, but everything still shows the orange bar across the entire screen. I am getting 60 fps ok, so I don't get the bar. I am sure it is probably still a driver issue somewhere. I still also have these long orange bars and big spaces in my stats display I do not understand, but atleast the performance does not degrade. Do you have an ATI/AMD video card by any chance? I think the GPU stats depend on an NVidia extension, so perhaps that's how they show up when that extension is not present... J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ScalarBar vertical
Hello all, does anyone use the osgSim::ScalarBar with vertical display in HUD? I would like to show the scalarbar vertically on the left screen side. In the example osgscalarbar there are two ways of ScalarBar displaying, HUD one does not show when changed to VERTICAL, the other one does not affect such setting... In the HUD there are some 'magic' transformations that probably works only for horizontal scalarbar... many thanks in advance, Tomas +-- | Sent through IMP Web client. | Provided by WebStep, s.r.o. | WebStep, a step to the Web. +-- | web: http://www.webstep.net | mailto: info @ webstep . net +-- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The growing draw bar in the stats handler
I have ran Rick's app on my machine (using XP, dual monitors, and NVidia 6200) I did not see any of these problems. - Original Message - From: Wojciech Lewandowski [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thursday, July 10, 2008 5:00 AM Subject: Re: [osg-users] The growing draw bar in the stats handler Hi Rick and Robert, I mentioned this problem few months ago. Happened on Windows XP and Vista. It seemed to dissapear with more recent NVidia drivers though (ver 169.xx and larger). I don't remember exactly but I think it was present only on dual monitors. Do you by any chance have dual view config ? Cheers, Wojtek Lewandowski The short bars are probably the initial state of the bars that haven't been initialized yet. As for your single really long bar, this suggests that the GPU is stalled doing something for a very long time... It could possibly be a bug in the stats collection. The stats collection has been working fine for a year now, so I don't think there is a problem on the OSG side, but perhaps you've uncovered a bug in the driver. Robert. On Thu, Jul 10, 2008 at 3:14 AM, [EMAIL PROTECTED] wrote: Something else I noticed that I thought was strange was that the orange GPU bar has 8 short blocks all drawn in the first frame. I have included an image to show. What does this mean? When I look at a smaller model, the Orange block fills alll along the lower bar. On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote: Hello all, I recently added a stats handler to our game viewer. Something I noticed is that if you have the stats window open, showing the bars, that the draw bar grows and grows. The framerate starts dropping and gets slower. If I turn the bars off, the framerate returns to 60. When I turn the bars back on, the draw bar is suddenly back where it was when I turned it off, and starts growing again. I noticed this does not happen if I have a fairly trivial model, and it does not happen in osgviewer at all (as far as I can tell), using the same model I had in my game viewer. What could I be doing wrong? Thanks -- Rick -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB generating terrain for multiple data files
Hi J-S, A third option might be to modify osgdem so it allows for non zero default elevation. However, even this is a bit of stop gap. Ideally should have data throughout your model to define all the heights you require, if you have holes then all you can come if with is an acceptable fudge for what this missing data might be. Perhaps the easist way to provide this fudge would be to create a single dummy DEM that covers the entire region and matches the elevations of the tiles you have. The actual data would then act is a high res inserts to this base level DEM. Robert. On Thu, Jul 10, 2008 at 1:52 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hello, I am generating a terrain database using osgdem. I have three source data files (GeoTiffs which have correct geospatial information), and I would like to generate a single terrain database from all three. These three files define parts of the ocean floor which are separate, and which have some space between them. The heights in these files is around -365m. osgdem creates flat (blank) geometry between the tiles, which is what I want, but the problem is that it creates this geometry at Z=0. So the terrain database looks like: (data)(no data)(data) ___Z = 0 | | | | __| |_ Z = -365 (viewed from the side) Are there any ways to fix this? I can think of two off the top of my head: * Translate all the terrain heights up by about 365 meters, so that everything is near Z=0, then generate the terrain, and at run-time translate it back down by 365 meters. * Use a fake tile of data that would encompass the whole terrain and would be at about -365 meters everywhere, and then the three data files I have would be additional data (higher-res overlays, as I have seen used in some terrain database). Are there any other options? I think the second option is better, but I would appreciate others' points of view on this. Thanks, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The growing draw bar in the stats handler
I have dual NVIDIA GeForce 8400 GS cards in an SLI configuration. James, Are you seeing the long orange bar in the stats window? On Thu, Jul 10, 2008 at 10:23 AM, James Killian [EMAIL PROTECTED] wrote: I have ran Rick's app on my machine (using XP, dual monitors, and NVidia 6200) I did not see any of these problems. - Original Message - From: Wojciech Lewandowski [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thursday, July 10, 2008 5:00 AM Subject: Re: [osg-users] The growing draw bar in the stats handler Hi Rick and Robert, I mentioned this problem few months ago. Happened on Windows XP and Vista. It seemed to dissapear with more recent NVidia drivers though (ver 169.xx and larger). I don't remember exactly but I think it was present only on dual monitors. Do you by any chance have dual view config ? Cheers, Wojtek Lewandowski The short bars are probably the initial state of the bars that haven't been initialized yet. As for your single really long bar, this suggests that the GPU is stalled doing something for a very long time... It could possibly be a bug in the stats collection. The stats collection has been working fine for a year now, so I don't think there is a problem on the OSG side, but perhaps you've uncovered a bug in the driver. Robert. On Thu, Jul 10, 2008 at 3:14 AM, [EMAIL PROTECTED] wrote: Something else I noticed that I thought was strange was that the orange GPU bar has 8 short blocks all drawn in the first frame. I have included an image to show. What does this mean? When I look at a smaller model, the Orange block fills alll along the lower bar. On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote: Hello all, I recently added a stats handler to our game viewer. Something I noticed is that if you have the stats window open, showing the bars, that the draw bar grows and grows. The framerate starts dropping and gets slower. If I turn the bars off, the framerate returns to 60. When I turn the bars back on, the draw bar is suddenly back where it was when I turned it off, and starts growing again. I noticed this does not happen if I have a fairly trivial model, and it does not happen in osgviewer at all (as far as I can tell), using the same model I had in my game viewer. What could I be doing wrong? Thanks -- Rick -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] multiple texture loading of identical objects
Hi Deiter, The osgUtil::Optimizer contains a visitor dedicated to removing duplicate state, so run the optimizer over your scene. Also try upgrading to the latest in SVN as it has some fixes to handling some imperfectly set DataVariance that seems to stem from .flt loaded files. Robert. On Thu, Jul 10, 2008 at 2:04 PM, Dieter Pfeffer [EMAIL PROTECTED] wrote: Hi when I start osgViewer with e.g. 29 identical objects(.flt) , the framerate is about 30 fps, but starting with 30 identical objects the frame rate drops down to 1 fps. This has s.th. to do with the texture , when I press 't' the framerate increases to 30 fps. Is it possible to load the texture only once and not every identical object (similar to SGI pfuDownloadTexlist) ? Windows XP, OSG 2.3.6 Thanks Dieter Unclassified Mail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The growing draw bar in the stats handler
nope if I ever do I'll post back To me all the times I've used it... it appeared to work flawlessly. - Original Message - From: Rick Pingry [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thursday, July 10, 2008 9:28 AM Subject: Re: [osg-users] The growing draw bar in the stats handler I have dual NVIDIA GeForce 8400 GS cards in an SLI configuration. James, Are you seeing the long orange bar in the stats window? On Thu, Jul 10, 2008 at 10:23 AM, James Killian [EMAIL PROTECTED] wrote: I have ran Rick's app on my machine (using XP, dual monitors, and NVidia 6200) I did not see any of these problems. - Original Message - From: Wojciech Lewandowski [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thursday, July 10, 2008 5:00 AM Subject: Re: [osg-users] The growing draw bar in the stats handler Hi Rick and Robert, I mentioned this problem few months ago. Happened on Windows XP and Vista. It seemed to dissapear with more recent NVidia drivers though (ver 169.xx and larger). I don't remember exactly but I think it was present only on dual monitors. Do you by any chance have dual view config ? Cheers, Wojtek Lewandowski The short bars are probably the initial state of the bars that haven't been initialized yet. As for your single really long bar, this suggests that the GPU is stalled doing something for a very long time... It could possibly be a bug in the stats collection. The stats collection has been working fine for a year now, so I don't think there is a problem on the OSG side, but perhaps you've uncovered a bug in the driver. Robert. On Thu, Jul 10, 2008 at 3:14 AM, [EMAIL PROTECTED] wrote: Something else I noticed that I thought was strange was that the orange GPU bar has 8 short blocks all drawn in the first frame. I have included an image to show. What does this mean? When I look at a smaller model, the Orange block fills alll along the lower bar. On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote: Hello all, I recently added a stats handler to our game viewer. Something I noticed is that if you have the stats window open, showing the bars, that the draw bar grows and grows. The framerate starts dropping and gets slower. If I turn the bars off, the framerate returns to 60. When I turn the bars back on, the draw bar is suddenly back where it was when I turned it off, and starts growing again. I noticed this does not happen if I have a fairly trivial model, and it does not happen in osgviewer at all (as far as I can tell), using the same model I had in my game viewer. What could I be doing wrong? Thanks -- Rick -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] When optimizing with LOD changes, should I change UV map resolutions?
Hi Rick, The most efficient LOD's will be the ones created by specialist tools, or even a decent modeller. The aim of the lower level of details subgraphs would be to represent the subgraph with less of everything - less nodes, less separate state, less geometry, smaller textures, simpler shaders etc. The ideal would be collapsing down to a single osg::Geode/osg::Geometry and with a single osg::StateSet and a single Texture.Using a texture atlas is a good way to collapse separate textures down into a single texture. osgUtil::Optimizer has a texture atas builder that could help with this. Robert. On Thu, Jul 10, 2008 at 2:08 PM, [EMAIL PROTECTED] wrote: Hello All, I have been trying to get my scenes to run faster, balancing my scene graphs using LOD. I use quite a bit of UV mapping in my models, and they can be fairly high res because I want them to look good up close. There are usually several instances of the same model in the scene, all pointing to the same scene graph. I was wondering about the best way to create LOD changes for them. I was going to cut out some polygons, but I was also thinking of cutting the resolution back on the UV maps. Is this valuable? On first assessment, it seems it would be, but then I realize that it might cause MORE of a memory usage, and the graphics card (or OSG) might be doing this kind of optimization anyway (dropping image map resolutions based on pixel size or whatever). What are your recommendations? -- Thanks for everything Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ScalarBar vertical
Hi Tomas, On Thu, Jul 10, 2008 at 3:20 PM, Tomas Hnilica [EMAIL PROTECTED] wrote: Hello all, does anyone use the osgSim::ScalarBar with vertical display in HUD? I would like to show the scalarbar vertically on the left screen side. In the example osgscalarbar there are two ways of ScalarBar displaying, HUD one does not show when changed to VERTICAL, the other one does not affect such setting... In the HUD there are some 'magic' transformations that probably works only for horizontal scalarbar... There isn't any magic going on, its the scalar bar is geometry like any other in the OSG. To place it in the correct place you either need to set its initial values appropriately or position it using a transform. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB generating terrain for multiple data files
Hi Robert, Ideally should have data throughout your model to define all the heights you require, if you have holes then all you can come if with is an acceptable fudge for what this missing data might be. I know, I know... :-) I work with what our client provided, so I have to fill in the gaps myself. Perhaps the easist way to provide this fudge would be to create a single dummy DEM that covers the entire region and matches the elevations of the tiles you have. The actual data would then act is a high res inserts to this base level DEM. Yes, that was the second option I mentioned. Any hints as to how to do that? I have the FWTools distribution, which includes all gdal binaries, but if there's another tool that I could use, please point me in the right direction. Ideally, I would like the base terrain to conform to the inserts at the edges of said inserts, instead of having steps around the inserts... So the tool used would probably need to interpolate between the tiles. I tried using gdal_merge.py, currently waiting for the terrain to generate from the result of that (I can't use --TERRAIN, so it takes a while)... But it doesn't interpolate, it just puts either NODATA or a value you specify. Anyways, thanks for confirming my intuition. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] INSTALL include pdb's
Is it possible to have all the pdb files copied when building the INSTALL project? Sure would be nice to see the symbols when I get a crash. Thanks. P.S. Maybe this should be an option for those who don't want them copied ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB generating terrain for multiple data files
On Thu, Jul 10, 2008 at 3:43 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Any hints as to how to do that? I have never tried to create a DEM so can't help you here. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB generating terrain for multiple data files
Hi all, I have never tried to create a DEM so can't help you here. Anybody else? I'm sure I'm not the first one to want to do this, I just can't find something in gdal that does this so I'd appreciate being pointed in the right direction. Thanks in advance, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] When optimizing with LOD changes, should I change UV map resolutions?
Robert's comment regarding texture atlas usage in low-res LOD children is an excellent suggestion. Going further, your post begs the question: Do you suspect that texture memory usage is the bottleneck to your performance? One way to test this (if you haven't already done so) is to set the OSG environment variable to limit the maximum texture dimension to something ridiculously small. If your app runs faster with this setting, then texture memory usage might be causing performance problems, and you might need to address that in some way. You should keep in mind that most OpenGL device drivers are smart enough to page out large mipmap levels when they are not in use. Another thing to keep in mind is that a texture never needs to be larger than its max representation on-screen. For example, it's pointless to have a 2kx2k texture applied to an object that will never subtend more than 500x500 pixels. Hope that helps. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Thursday, July 10, 2008 7:09 AM To: OpenSceneGraph Users Subject: [osg-users] When optimizing with LOD changes,should I change UV map resolutions? Hello All, I have been trying to get my scenes to run faster, balancing my scene graphs using LOD. I use quite a bit of UV mapping in my models, and they can be fairly high res because I want them to look good up close. There are usually several instances of the same model in the scene, all pointing to the same scene graph. I was wondering about the best way to create LOD changes for them. I was going to cut out some polygons, but I was also thinking of cutting the resolution back on the UV maps. Is this valuable? On first assessment, it seems it would be, but then I realize that it might cause MORE of a memory usage, and the graphics card (or OSG) might be doing this kind of optimization anyway (dropping image map resolutions based on pixel size or whatever). What are your recommendations? -- Thanks for everything Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB generating terrain for multiple data files
Jean-Sébastien Guay writes: Ideally should have data throughout your model to define all the heights you require, if you have holes then all you can come if with is an acceptable fudge for what this missing data might be. I know, I know... :-) I work with what our client provided, so I have to fill in the gaps myself. The way we do this in ossimPlanet is to use a global dem with highres inserts. We use srtm30_plus for this This older thread might help http://osgcvs.no-ip.com/osgarchiver/archives/December2004/0756.html Norman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Texture and stateSets
Hi, El Jueves 10 Julio 2008ES 14:48:48 ka Ming escribió: Hi, I am already looked at the optimizer. But still I cannot access my Texture ;(. stateset.getTextureAttributeList() is always null. Why? I can call the geode Name. I can call the Geometry - but no Texture!!! I'm having a similar problem. First I developed my own visitor, but then I used osgUtil::Optimizer::TextureVisitor, but the method apply(osg::Texture texture) is never called. Short code below: class ImageVisitor2: public osgUtil::Optimizer::TextureVisitor { public: std::setosg::Image* images; ImageVisitor2(): osgUtil::Optimizer::TextureVisitor(true, true, true, true, true, 0.0) {} void apply(osg::Texture texture) { images.insert(texture.getImage(0)); } void escribirImagenes() { for_each(images.begin(), images.end(), imagenToDisk); } }; ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] When optimizing with LOD changes, should I change UV map resolutions?
Wow, the ability to limit the maximum texture memory sounds like it would really help. What/where might I find that environment variable? -- Rick On Thu, Jul 10, 2008 at 11:26 AM, Paul Martz [EMAIL PROTECTED] wrote: Robert's comment regarding texture atlas usage in low-res LOD children is an excellent suggestion. Going further, your post begs the question: Do you suspect that texture memory usage is the bottleneck to your performance? One way to test this (if you haven't already done so) is to set the OSG environment variable to limit the maximum texture dimension to something ridiculously small. If your app runs faster with this setting, then texture memory usage might be causing performance problems, and you might need to address that in some way. You should keep in mind that most OpenGL device drivers are smart enough to page out large mipmap levels when they are not in use. Another thing to keep in mind is that a texture never needs to be larger than its max representation on-screen. For example, it's pointless to have a 2kx2k texture applied to an object that will never subtend more than 500x500 pixels. Hope that helps. -Paul -- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of * [EMAIL PROTECTED] *Sent:* Thursday, July 10, 2008 7:09 AM *To:* OpenSceneGraph Users *Subject:* [osg-users] When optimizing with LOD changes,should I change UV map resolutions? Hello All, I have been trying to get my scenes to run faster, balancing my scene graphs using LOD. I use quite a bit of UV mapping in my models, and they can be fairly high res because I want them to look good up close. There are usually several instances of the same model in the scene, all pointing to the same scene graph. I was wondering about the best way to create LOD changes for them. I was going to cut out some polygons, but I was also thinking of cutting the resolution back on the UV maps. Is this valuable? On first assessment, it seems it would be, but then I realize that it might cause MORE of a memory usage, and the graphics card (or OSG) might be doing this kind of optimization anyway (dropping image map resolutions based on pixel size or whatever). What are your recommendations? -- Thanks for everything Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RE : multitextureing coordinates
Peter Wraae Marino wrote: Hi Franclin, Yea doing it using a shader is easier and more flexible, but is there a reason why we don't get access to do multitexture coordinates? Jasons suggestion: osg::Geometry::setTexCoordArray() is not for multitexture coordinates, so I can't really use that. I use it for multitexture coordinates all of the time. Why would you think it doesn't work? --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] When optimizing with LOD changes, should I change UV map resolutions?
On Thu, Jul 10, 2008 at 5:13 PM, Rick Pingry [EMAIL PROTECTED] wrote: Wow, the ability to limit the maximum texture memory sounds like it would really help. What/where might I find that environment variable? You can list the env vars by doing: osgviewer --help-env One of the entries will be: OSG_MAX_TEXTURE_SIZE Set the maximum size of textures. So you do something like: set OSG_MAX_TEXTURE_SIZE=64 myapp mymodel.fmt Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RE : multitextureing coordinates
Hi Jason, Yes it does work.. just fine. thanks, Peter On Thu, Jul 10, 2008 at 6:05 PM, Jason Daly [EMAIL PROTECTED] wrote: Peter Wraae Marino wrote: Hi Franclin, Yea doing it using a shader is easier and more flexible, but is there a reason why we don't get access to do multitexture coordinates? Jasons suggestion: osg::Geometry::setTexCoordArray() is not for multitexture coordinates, so I can't really use that. I use it for multitexture coordinates all of the time. Why would you think it doesn't work? --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] When optimizing with LOD changes, should I change UV map resolutions?
The OSG Ref Man v2.2 (www.osgbooks.com) has a complete reference of OSG environment variables. The one you want is OSG_MAX_TEXTURE_SIZE. -Paul From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rick Pingry Sent: Thursday, July 10, 2008 10:14 AM To: OpenSceneGraph Users Subject: Re: [osg-users] When optimizing with LOD changes,should I change UV map resolutions? Wow, the ability to limit the maximum texture memory sounds like it would really help. What/where might I find that environment variable? -- Rick On Thu, Jul 10, 2008 at 11:26 AM, Paul Martz [EMAIL PROTECTED] wrote: Robert's comment regarding texture atlas usage in low-res LOD children is an excellent suggestion. Going further, your post begs the question: Do you suspect that texture memory usage is the bottleneck to your performance? One way to test this (if you haven't already done so) is to set the OSG environment variable to limit the maximum texture dimension to something ridiculously small. If your app runs faster with this setting, then texture memory usage might be causing performance problems, and you might need to address that in some way. You should keep in mind that most OpenGL device drivers are smart enough to page out large mipmap levels when they are not in use. Another thing to keep in mind is that a texture never needs to be larger than its max representation on-screen. For example, it's pointless to have a 2kx2k texture applied to an object that will never subtend more than 500x500 pixels. Hope that helps. -Paul From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Thursday, July 10, 2008 7:09 AM To: OpenSceneGraph Users Subject: [osg-users] When optimizing with LOD changes,should I change UV map resolutions? Hello All, I have been trying to get my scenes to run faster, balancing my scene graphs using LOD. I use quite a bit of UV mapping in my models, and they can be fairly high res because I want them to look good up close. There are usually several instances of the same model in the scene, all pointing to the same scene graph. I was wondering about the best way to create LOD changes for them. I was going to cut out some polygons, but I was also thinking of cutting the resolution back on the UV maps. Is this valuable? On first assessment, it seems it would be, but then I realize that it might cause MORE of a memory usage, and the graphics card (or OSG) might be doing this kind of optimization anyway (dropping image map resolutions based on pixel size or whatever). What are your recommendations? -- Thanks for everything Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The growing draw bar in the stats handler
Yes indeed, disabling SLI returned by bars to normal. That reminds me. As we are making this game, and hoping someday to distribute it, is there some information we should distribute about cards that work well / do not work well with OSG? Perhaps this is actually an OpenGL thing and there is some kind of OpenGL resource? Thanks -- Rick On Thu, Jul 10, 2008 at 10:38 AM, Robert Osfield [EMAIL PROTECTED] wrote: On Thu, Jul 10, 2008 at 3:28 PM, Rick Pingry [EMAIL PROTECTED] wrote: I have dual NVIDIA GeForce 8400 GS cards in an SLI configuration. James, Are you seeing the long orange bar in the stats window? Could you disable the SLI and see what happens. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] PAT scale and addchild
Hi all, Just a little question : I have a PAT with a setScale() aldeady done and a child. I want to add an other child to this PAT. Will this child be scaled ? no ? thanks. Regard, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] --subtile option for osgdem working?
Greetings, Is the --subtile option for osgdem working properly? It seems to be counting incorrectly when I use it. For example, --subtile 2 0 0 generates only one tile when in fact there should be subtiles 2 0 1, 2 0 2, 2 1 0, ... Using --subtile 1 0 0 ends up generating more tiles for level 2 but even that misses some. This is with osgdem 0.9.8 Thank you, Nolan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PAT scale and addchild
Yes, it will be scaled. The transformation applies to all children of the PAT, regardless of when they are added. --Will Vincent Bourdier wrote: Hi all, Just a little question : I have a PAT with a setScale() aldeady done and a child. I want to add an other child to this PAT. Will this child be scaled ? no ? thanks. Regard, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Will Dicharry Stellar Science Ltd Co smime.p7s Description: S/MIME Cryptographic Signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] animated 3d model loading
2008/7/9 Mark Henderson [EMAIL PROTECTED]: Is there a better place to get osgCAL then http://osgcal.sourceforge.net/? The site there hasn't been touched since May 2007, I'm hoping there's a more recent version. I didn't updated the site for a while but osgCal is still alive. There are no downloadable release yet. The current svn version is quite stable and I recommend it for use. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Weird driver problems?
A little note on automatic updates on Video drivers, they are typically quite OLD, take the one for my 8800 the automatic update wanted to place a 9/2007 on my machine yet I have a 4/2008 driver already installed... Note sure what MS are upto... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay Sent: Thursday, July 10, 2008 2:56 PM To: OpenSceneGraph Users Subject: [osg-users] Weird driver problems? Hello, We've started seeing something weird on some of our machines, and I'd just like to know if someone else has seen this. These issues started happening today. Setup: Windows XP, GeForce 7800 GTX and 8800 GT, OSG 2.2 and 2.4, two screens in Dual View mode. Issues: 1. Starting osgviewer with any model gives weird geometry problems (large polygons sticking out, see screenshot) 2. Our own apps (still using OSG 2.2) crash on start, when drawing the first frame, and it appears that it crashes in the graphics driver (nvoglnt.dll). The weird thing: switching from Dual View mode to Horizontal Span mode fixes both these issues. Our current theory is that some automatic windows update that got installed a day or two ago changed something that caused a new bug related to the graphics driver. Perhaps a threading mode change, or whatever. The people who have disabled automatic updates don't have the problem, so there seems to be a correlation. If that's right, the next NVidia driver version might magically fix it (by working around the new bug). Has anyone else seen this? J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] --subtile option for osgdem working?
Hi Nolan, The sutile parameters is used during distributed/incremental builds run by vpbmaster, it's not something you will use in normal osgdem usage. Robert. On Thu, Jul 10, 2008 at 6:41 PM, Nolan Wester [EMAIL PROTECTED] wrote: Greetings, Is the --subtile option for osgdem working properly? It seems to be counting incorrectly when I use it. For example, --subtile 2 0 0 generates only one tile when in fact there should be subtiles 2 0 1, 2 0 2, 2 1 0, ... Using --subtile 1 0 0 ends up generating more tiles for level 2 but even that misses some. This is with osgdem 0.9.8 Thank you, Nolan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Weird driver problems?
Hi Gordon, A little note on automatic updates on Video drivers, they are typically quite OLD, take the one for my 8800 the automatic update wanted to place a 9/2007 on my machine yet I have a 4/2008 driver already installed... No, no, I didn't mean automatic update to the graphics driver, I meant automatic update to Windows itself, possibly triggering a bug related to the graphics driver. It's just a theory of course. We don't do any automatic updating of the graphics driver, of course, as that's a bit more risky... Thanks, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Weird driver problems?
Hi J-S, It looks bit like the issue I strrugled with. I am not sure if my workaround - repeating makeCurrent - was added before 2.4 release or after it. Certainly 2.2 is not safe. You may check if bool GraphicsWindowWin32::makeCurrentImplementation() looks like this: bool GraphicsWindowWin32::makeCurrentImplementation() { if (!_realized) { reportErrorForScreen(GraphicsWindowWin32::makeCurrentImplementation () - Window not realized; cannot do makeCurrent., _traits-screenNum, 0); return false; } // 2008/05/12 // Workaround for Bugs in NVidia drivers for windows XP / multithreaded / dualview / multicore CPU // affects GeForce 6x00, 7x00, 8x00 boards (others were not tested) driver versions 174.xx - 175.xx // pre 174.xx had other issues so reverting is not an option (statitistics, fbo) // drivers release 175.16 is the latest currently available // // When using OpenGL in threaded app ( main thread sets up context / renderer thread draws using it ) // first wglMakeCurrent seems to not work right and screw OpenGL context driver data: // 1: succesive drawing shows a number of artifacts in TriangleStrips and TriangleFans // 2: weird behaviour of FramBufferObjects (glGenFramebuffer generates already generated ids ...) // Looks like repeating wglMakeCurrent call fixes all these issues // wglMakeCurrent call can impact performance so I try to minimize number of // wglMakeCurrent calls by checking current HDC and GL context // and repeat wglMakeCurrent only when they change for current thread if( ::wglGetCurrentDC() != _hdc || ::wglGetCurrentContext() != _hglrc ) { if (!::wglMakeCurrent(_hdc, _hglrc)) { reportErrorForScreen(GraphicsWindowWin32::makeCurrentImplementa tion() - Unable to set current OpenGL rendering context, _traits-screenNum, ::GetLastError()); return false; } } if (!::wglMakeCurrent(_hdc, _hglrc)) { reportErrorForScreen(GraphicsWindowWin32::makeCurrentImplementation () - Unable to set current OpenGL rendering context, _traits-screenNum, ::GetLastError()); return false; } return true; } Cheers, Wojtek Lewandowski -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Jean-Sébastien Guay Sent: Thursday, July 10, 2008 8:56 PM To: OpenSceneGraph Users Subject: [osg-users] Weird driver problems? Hello, We've started seeing something weird on some of our machines, and I'd just like to know if someone else has seen this. These issues started happening today. Setup: Windows XP, GeForce 7800 GTX and 8800 GT, OSG 2.2 and 2.4, two screens in Dual View mode. Issues: 1. Starting osgviewer with any model gives weird geometry problems (large polygons sticking out, see screenshot) 2. Our own apps (still using OSG 2.2) crash on start, when drawing the first frame, and it appears that it crashes in the graphics driver (nvoglnt.dll). The weird thing: switching from Dual View mode to Horizontal Span mode fixes both these issues. Our current theory is that some automatic windows update that got installed a day or two ago changed something that caused a new bug related to the graphics driver. Perhaps a threading mode change, or whatever. The people who have disabled automatic updates don't have the problem, so there seems to be a correlation. If that's right, the next NVidia driver version might magically fix it (by working around the new bug). Has anyone else seen this? J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Weird driver problems?
Hello Wojtek, It looks bit like the issue I strrugled with. I am not sure if my workaround - repeating makeCurrent - was added before 2.4 release or after it. Certainly 2.2 is not safe. I agree, it looks like that issue, I remember it now. But why would it have appeared now, when a few days ago all was well? That's the weird thing. I think I'll keep an eye on gaming message boards and see if people start reporting something similar... J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Weird driver problems?
Hi J-S, If you are 100 % sure it was windows Update, you may try System restore and see if it reverts the issue. Let me know if you find additional facts. Wojtek -Original Message- From: Jean-Sébastien Guay [mailto:[EMAIL PROTECTED] Sent: Thursday, July 10, 2008 9:32 PM To: [EMAIL PROTECTED]; OpenSceneGraph Users Subject: Re: [osg-users] Weird driver problems? Hello Wojtek, It looks bit like the issue I strrugled with. I am not sure if my workaround - repeating makeCurrent - was added before 2.4 release or after it. Certainly 2.2 is not safe. I agree, it looks like that issue, I remember it now. But why would it have appeared now, when a few days ago all was well? That's the weird thing. I think I'll keep an eye on gaming message boards and see if people start reporting something similar... J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cygwin compiled version from Svn will only load and convert osg files and not gif files - any thoughts?
Alberto Luaces wrote: Any thoughts why no data is loaded - other programs on the system (Windows XP but running osg in Cygwin) seem to recognize it as a gif. osgconv only works with 3D data files. osgviewer also expects a 3D file, but if you use the --image option, it will create a textured quad with the image in order to show it to you on the screen. Whoo hoo, Maybe I'm getting some where. Thanks Alberto. If I use osgviewer to test and use the --image and display a jpg or gif or bmp file then osgViewer terminates normally but if I try to display an osg file (without the --image option) then I get the hang. If I use the --image option on the osg file I get no data loaded so 1) is there an option similar to the --image that might limit what we are attempting to do to the osg file or how we would display it. It may be a far jump but my thoughts are this leads us down the path that it there is possibly something either in the osg plugin or more likely - the 3d functionality and the extra logic and threads needed to accomplish the 3d display. Thoughts bk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RE : Re: RE : multitexturing coordinates
Hi Peter, You can achieve a multitexture effect quite easily again look at my tutorials. The problem is all about defining the geometry of objects yourself and in order to do this you will need to rely on the geometry class. But for shape drawable, geometry information is hidden to clients (and I don't know why but I suspect performance issues) that is why you need to use shaders for them. Because by making use of shaders you are actually changing the graphics pipeline. Talk to you soon. F. Jason Daly [EMAIL PROTECTED] a écrit : Peter Wraae Marino wrote: Hi Franclin, Yea doing it using a shader is easier and more flexible, but is there a reason why we don't get access to do multitexture coordinates? Jasons suggestion: osg::Geometry::setTexCoordArray() is not for multitexture coordinates, so I can't really use that. I use it for multitexture coordinates all of the time. Why would you think it doesn't work? --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - Envoyé avec Yahoo! Mail. Une boite mail plus intelligente. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Old Windows Binaries Problem.
On Thu, Jul 10, 2008 at 4:11 AM, Ümit Uzun [EMAIL PROTECTED] wrote: Hi All, I setup the osg2.0.0_vs71_setup_2007-06-19 version on my system but in include folder there is no osgViewer folder. Is it normal? I download 3rdPartyDependencies and osg2.0_vs71 but there is some problem about osgViewer include folder. So when I compile my program on VS2003, debugger alert me with 'fatal error C1083: Cannot open include file: 'osgViewer/Viewer': No such file or directory ' messages. Thanks so much. Yeah I noticed the same thing when I tried building against the OSG 2.0.0 prebuilt win32 binaries a long time ago, I'm guessing it was just a packaging bug. If you must have 2.0.0 you can probably solve it by downloading the header files for osgViewer from the OSG 2.0.0 source release and copying them to the proper location in your OSG prefix. I highly recommend just using OSG 2.4.0 instead though if you can. -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] INSTALL include pdb's
Hmmm no one has responded... I can figure out where in cmake to make the change, if I add it would anyone have any objections? (If no one responds... I'll assume its fine to add) James Killian - Original Message - From: James Killian [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thursday, July 10, 2008 10:12 AM Subject: [osg-users] INSTALL include pdb's Is it possible to have all the pdb files copied when building the INSTALL project? Sure would be nice to see the symbols when I get a crash. Thanks. P.S. Maybe this should be an option for those who don't want them copied ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] INSTALL include pdb's
On Thu, Jul 10, 2008 at 10:40 PM, James Killian [EMAIL PROTECTED] wrote: Hmmm no one has responded... I can figure out where in cmake to make the change, if I add it would anyone have any objections? (If no one responds... I'll assume its fine to add) I believe you'll want to have a look at the INSTALL(FILES...) and/or ADD_CUSTOM_COMMAND(TARGET foo POST_BUILD COMMAND) commands as possibilities. If you end up needing ADD_CUSTOM_COMMAND consider using cmake -E copy_if_different instead of copy. I'm out of town and don't have access to a VS development environment otherwise I think I could come up with something for you. This may also not be a bad feature to add to CMake itself if simply deploying the PDB files alongside the debug DLL file buys you this functionality. -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cygwin compiled version from Svn will only load and convert osg files and not gif files - any thoughts?
Hello Brian, It may be a far jump but my thoughts are this leads us down the path that it there is possibly something either in the osg plugin or more likely - the 3d functionality and the extra logic and threads needed to accomplish the 3d display. You seem to think that osgviewer with or without --image does radically different things... It doesn't. It's the same viewer, the same setup. It will detect and use the same thread config, etc. When you do osgviewer --image bob.jpg it creates a quad (in 3D space) and maps your image onto it as a texture. So it's still displaying a model in 3D. Yes, it may be the .osg loader, but it may be something totally unrelated. You just haven't presented enough information to be able to make that call at this point. I think you just need to start with basics. Compile OSG and osgviewer in debug mode, start it in gdb and recreate your crash on exit. That will give you a stack trace. From that you can try to debug further or post the trace here to see if we can spot something. (note that getting a stack trace is the first step to debug any crash) J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RE : Re: RE : multitexturing coordinates
Hello Franclin, But for shape drawable, geometry information is hidden to clients (and I don't know why but I suspect performance issues) that is why you need to use shaders for them. Well actually the Shape / ShapeDrawable classes were originally designed as simple debugging tools, so little thought was put into their design. They're just implemented as simple display lists with little customization possible, and no access to the internals. If you want to do any serious geometry with any acceptable level of control, you'll want to use osg::Geometry and define the vertices yourself. One side of the coin: --- I had suggested to Robert that I could reimplement the Shape / ShapeDrawable classes using an underlying osg::Geometry, so that they would behave as they do now but offer more control if needed (probably as it should have been done right from the beginning). He was open to this, but I haven't had time to do it yet. The other side of the coin: - Do you know how easy it is to download Blender, create a sphere, save it and load it up with OSG? And when you do, it will be a full-fledged osg::Geometry and you will have total control over it. If you use the osg exporter for Blender you can even edit the .osg file and make sure it's structured exactly how you want it. I generally favor using data for everything (as much as possible / reasonable) as opposed to hard-coding things, since later it's much easier to replace the sphere model by something else if it's a model file than if I have to open the project, find the relevant code, change it, compile it, test it... This is just my opinion though, and the Shape / ShapeDrawable classes still have uses, which is why I still want to do what I mentioned above, someday. :-) Hope this clears things up. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] INSTALL include pdb's
Thanks for response... I'll look into that... but first there is a bigger problem with osgviewer. I'll have to double check, but by default the Applications osgviewer and osgViewer (dll) writing the same pdb file to the same place, and guess which one get overwritten (No windows does not allow case sensitive duplicate files)... Yep the DLL one, the one I need to see in my call stack crash. G I think the Application osgviewer project name should be renamed, or these .exe files build their pdbs to a different folder (preferably renamed). Can someone verify this is a legitimate problem... thanks. Jean? James Killian - Original Message - From: Philip Lowman To: OpenSceneGraph Users Sent: Thursday, July 10, 2008 9:52 PM Subject: Re: [osg-users] INSTALL include pdb's On Thu, Jul 10, 2008 at 10:40 PM, James Killian [EMAIL PROTECTED] wrote: Hmmm no one has responded... I can figure out where in cmake to make the change, if I add it would anyone have any objections? (If no one responds... I'll assume its fine to add) I believe you'll want to have a look at the INSTALL(FILES...) and/or ADD_CUSTOM_COMMAND(TARGET foo POST_BUILD COMMAND) commands as possibilities. If you end up needing ADD_CUSTOM_COMMAND consider using cmake -E copy_if_different instead of copy. I'm out of town and don't have access to a VS development environment otherwise I think I could come up with something for you. This may also not be a bad feature to add to CMake itself if simply deploying the PDB files alongside the debug DLL file buys you this functionality. -- Philip Lowman -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cygwin compiled version from Svn will only load and convert osg files and not gif files - any thoughts?
Jean-Sébastien Guay wrote: It may be a far jump but my thoughts are this leads us down the path that it there is possibly something either in the osg plugin or more likely - the 3d functionality and the extra logic and threads needed to accomplish the 3d display. You seem to think that osgviewer with or without --image does radically different things... It doesn't. It's the same viewer, the same setup. It will detect and use the same thread config, etc. When you do osgviewer --image bob.jpg it creates a quad (in 3D space) and maps your image onto it as a texture. So it's still displaying a model in 3D. You are correct I was thinking there was a major difference - dang - back to the grind stone :-( Yes, it may be the .osg loader, but it may be something totally unrelated. You just haven't presented enough information to be able to make that call at this point. I thought it was too big a jump and it was :-( I think you just need to start with basics. Compile OSG and osgviewer in debug mode, start it in gdb and recreate your crash on exit. That will give you a stack trace. From that you can try to debug further or post the trace here to see if we can spot something. (note that getting a stack trace is the first step to debug any crash) I've been doing that all along (using gdb) but the backtraces don't seem to show what is holding up the program closing. The final error from gdb is (as best I recall late a night) a SIGINT due to a timeout waiting on a close while it is trying to close the osg plugin but I will get the exact. bk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PAT scale and addchild
Thanks a lot. Regards, Vincent. 2008/7/10 Will Dicharry [EMAIL PROTECTED]: Yes, it will be scaled. The transformation applies to all children of the PAT, regardless of when they are added. --Will Vincent Bourdier wrote: Hi all, Just a little question : I have a PAT with a setScale() aldeady done and a child. I want to add an other child to this PAT. Will this child be scaled ? no ? thanks. Regard, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Will Dicharry Stellar Science Ltd Co ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RE : Re: RE : multitexturing coordinates
Hi Franclin, yes shaders is better.. . but I wanted to solve this using old multitexturing method. I have succesfully done this and it works just fine on my quad (which of course if from the geometry class). doing it using a shader is not a problem (actually easier for me).. but like I said I purposely wanted to use the above method without shaders. regards, Peter On Fri, Jul 11, 2008 at 12:00 AM, Franclin Foping [EMAIL PROTECTED] wrote: Hi Peter, You can achieve a multitexture effect quite easily again look at my tutorials. The problem is all about defining the geometry of objects yourself and in order to do this you will need to rely on the geometry class. But for shape drawable, geometry information is hidden to clients (and I don't know why but I suspect performance issues) that is why you need to use shaders for them. Because by making use of shaders you are actually changing the graphics pipeline. Talk to you soon. F. *Jason Daly [EMAIL PROTECTED]* a écrit : Peter Wraae Marino wrote: Hi Franclin, Yea doing it using a shader is easier and more flexible, but is there a reason why we don't get access to do multitexture coordinates? Jasons suggestion: osg::Geometry::setTexCoordArray() is not for multitexture coordinates, so I can't really use that. I use it for multitexture coordinates all of the time. Why would you think it doesn't work? --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Envoyé avec Yahoo! Mailhttp://us.rd.yahoo.com/mailuk/taglines/isp/control/*http://us.rd.yahoo.com/evt=52423/*http://fr.docs.yahoo.com/mail/overview/index.html . Une boite mail plus intelligente. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] GPU stats on ATI Cards.
hi all, I am facing a problem with statistics display in ATI cards. The GPU time isn't getting displayed if I am running with ATI cards where as there is no such issue with NVDIA cards. Is this a known issue? Is there a way in which I can get around ? Thanks Om ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org